如何使用OpenGL ES 2.0着色器执行下列图像处理任务?
发布于 2012-02-22 20:00:31
我刚刚在开源GPUImage框架中添加了过滤器,它执行您描述的四项处理任务中的三项(旋转、草图过滤和转换为油画)。虽然我还没有颜色空间转换作为过滤器,但我确实有能力应用矩阵来转换颜色。
作为这些过滤器的示例,下面是一个紫色色调的转换:

漩涡扭曲:

草图过滤器:

最后,油画的转换:

请注意,所有这些过滤器都是在实时视频帧上完成的,除了最后一个过滤器之外,所有过滤器都可以在来自iOS设备摄像机的视频上实时运行。最后一个过滤器在计算上非常密集,所以即使作为一个着色器,在iPad 2上渲染也需要1秒左右的时间。
紫色调滤光器基于以下颜色矩阵片段着色器:
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp mat4 colorMatrix;
uniform lowp float intensity;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 outputColor = textureColor * colorMatrix;
gl_FragColor = (intensity * outputColor) + ((1.0 - intensity) * textureColor);
}有一个矩阵
self.colorMatrix = (GPUMatrix4x4){
{0.3588, 0.7044, 0.1368, 0},
{0.2990, 0.5870, 0.1140, 0},
{0.2392, 0.4696, 0.0912 ,0},
{0,0,0,0},
};漩涡片段着色器基于这个极客3D例子,有以下代码:
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float angle;
void main()
{
highp vec2 textureCoordinateToUse = textureCoordinate;
highp float dist = distance(center, textureCoordinate);
textureCoordinateToUse -= center;
if (dist < radius)
{
highp float percent = (radius - dist) / radius;
highp float theta = percent * percent * angle * 8.0;
highp float s = sin(theta);
highp float c = cos(theta);
textureCoordinateToUse = vec2(dot(textureCoordinateToUse, vec2(c, -s)), dot(textureCoordinateToUse, vec2(s, c)));
}
textureCoordinateToUse += center;
gl_FragColor = texture2D(inputImageTexture, textureCoordinateToUse );
}利用Sobel边缘检测生成素描滤波器,边缘以不同的灰度表示。这方面的着色器如下:
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform mediump float intensity;
uniform mediump float imageWidthFactor;
uniform mediump float imageHeightFactor;
const mediump vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
mediump vec3 textureColor = texture2D(inputImageTexture, textureCoordinate).rgb;
mediump vec2 stp0 = vec2(1.0 / imageWidthFactor, 0.0);
mediump vec2 st0p = vec2(0.0, 1.0 / imageHeightFactor);
mediump vec2 stpp = vec2(1.0 / imageWidthFactor, 1.0 / imageHeightFactor);
mediump vec2 stpm = vec2(1.0 / imageWidthFactor, -1.0 / imageHeightFactor);
mediump float i00 = dot( textureColor, W);
mediump float im1m1 = dot( texture2D(inputImageTexture, textureCoordinate - stpp).rgb, W);
mediump float ip1p1 = dot( texture2D(inputImageTexture, textureCoordinate + stpp).rgb, W);
mediump float im1p1 = dot( texture2D(inputImageTexture, textureCoordinate - stpm).rgb, W);
mediump float ip1m1 = dot( texture2D(inputImageTexture, textureCoordinate + stpm).rgb, W);
mediump float im10 = dot( texture2D(inputImageTexture, textureCoordinate - stp0).rgb, W);
mediump float ip10 = dot( texture2D(inputImageTexture, textureCoordinate + stp0).rgb, W);
mediump float i0m1 = dot( texture2D(inputImageTexture, textureCoordinate - st0p).rgb, W);
mediump float i0p1 = dot( texture2D(inputImageTexture, textureCoordinate + st0p).rgb, W);
mediump float h = -im1p1 - 2.0 * i0p1 - ip1p1 + im1m1 + 2.0 * i0m1 + ip1m1;
mediump float v = -im1m1 - 2.0 * im10 - im1p1 + ip1m1 + 2.0 * ip10 + ip1p1;
mediump float mag = 1.0 - length(vec2(h, v));
mediump vec3 target = vec3(mag);
gl_FragColor = vec4(mix(textureColor, target, intensity), 1.0);
}最后,油画的外观是用科威特过滤器生成的。这个特殊的滤波器来自于扬·埃里克·基普里亚尼迪斯和他的其他研究人员的杰出工作,正如在GPU专业书籍中的文章“GPU上的各向异性科威特滤波”中描述的那样。该代码的着色器代码如下:
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform int radius;
precision highp float;
const vec2 src_size = vec2 (768.0, 1024.0);
void main (void)
{
vec2 uv = textureCoordinate;
float n = float((radius + 1) * (radius + 1));
vec3 m[4];
vec3 s[4];
for (int k = 0; k < 4; ++k) {
m[k] = vec3(0.0);
s[k] = vec3(0.0);
}
for (int j = -radius; j <= 0; ++j) {
for (int i = -radius; i <= 0; ++i) {
vec3 c = texture2D(inputImageTexture, uv + vec2(i,j) / src_size).rgb;
m[0] += c;
s[0] += c * c;
}
}
for (int j = -radius; j <= 0; ++j) {
for (int i = 0; i <= radius; ++i) {
vec3 c = texture2D(inputImageTexture, uv + vec2(i,j) / src_size).rgb;
m[1] += c;
s[1] += c * c;
}
}
for (int j = 0; j <= radius; ++j) {
for (int i = 0; i <= radius; ++i) {
vec3 c = texture2D(inputImageTexture, uv + vec2(i,j) / src_size).rgb;
m[2] += c;
s[2] += c * c;
}
}
for (int j = 0; j <= radius; ++j) {
for (int i = -radius; i <= 0; ++i) {
vec3 c = texture2D(inputImageTexture, uv + vec2(i,j) / src_size).rgb;
m[3] += c;
s[3] += c * c;
}
}
float min_sigma2 = 1e+2;
for (int k = 0; k < 4; ++k) {
m[k] /= n;
s[k] = abs(s[k] / n - m[k] * m[k]);
float sigma2 = s[k].r + s[k].g + s[k].b;
if (sigma2 < min_sigma2) {
min_sigma2 = sigma2;
gl_FragColor = vec4(m[k], 1.0);
}
}
}同样,这些都是GPUImage中的内置过滤器,因此您可以将该框架放到应用程序中,并开始在图像、视频和电影中使用它们,而不必触摸任何OpenGL ES。框架的所有代码都是在BSD许可下可用的,如果您想看看它是如何工作的或修改它的话。
发布于 2011-07-27 13:06:11
您可以从查看此着色器列表这里开始。如果你想再深入一点,我建议你去看看“找到这里”那本橙色的书。
https://stackoverflow.com/questions/5830139
复制相似问题